Introduction

Ruixiang’s most defining features are without a doubt her ground traps, which make her a character for lab monsters who like to find crazy setups and stylish juggles, although she can also be played as a more traditional projectile zoner.

While her normals are surprisingly stubby and quite laggy, she has arguably the best projectile game out of the entire cast, with high, medium and low fireballs that become active very early in their animation. Her shield counter can also reflect projectiles, in addition to being a strong anti-aggression tool. Ruixiang’s WFT is fast and covers a huge area, making it risky for the opponent to challenge her zoning.

Her defense isn’t spotless though as she somewhat struggles with anti-airs and her damage is way below average without setups. Her slow movement and floaty jump also make it hard for her to position herself properly.

Strengths

Weaknesses

Very strong projectile game

Nasty setups

Decent anti-aggression tools

Short reach on her normals

Low damage on her own

Slow movement

Data

Damage Taken: 110%

Rage Duration: 22 seconds

Gameplan

Similar to the Strategy section of the 5sp wiki pages. List Wu's archetype, strengths, weaknesses, etc. Sample subsections could include Neutral, Okizeme, etc.

Neutral

Okizeme

Normal Moves

Far Slashes

5A

5A

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

40

Mid

7

-

-

-3

-5

Yes

-

Yes

-

A quick swat with the pan. Cancellable, but no real combo potential.

5B

5B

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

60+20

Mid

14

-

-

-8

-12

Yes

-

Yes

-

2-Hit medium slash with okay range (little less than half screen). Can be cancelled after the 1st hit, but not after the 2nd.

5C

5C

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

240

Mid

22

-

-

+5

-28

No

-

Yes (disarm)

-

Kind of a baby hard slash with slow startup, short range and no special cancelling. Be ready to recoil cancel if you do go for this.

2A

2A

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

40

Mid

8

-

-

-4

-5

Yes

-

Yes

-

2B

2B

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

100

Mid

10

-

-

-6

-12

No

-

Yes

-

On the ground this one has only a few pixels more reach than 2A and no cancels, but it could be used to catch badly spaced jump-ins.

2C

2C

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

160

Low

24

-

-

-

-15

No

-

No

-

This is her farthest-reaching low. Startup is slow, but it knocks down. although pretty minus pushback makes this okay

Near Slashes

n.5A

n.5A

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

30

Mid

7

-

-

+3

-5

Yes

-

No

-

"Talk-to-the-hand" smack.

n.5B

n.5B

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

80

Mid

10

-

-

+3

-12

Yes

-

Yes

-

Quick shield bash that combos into any 214S and WFT.

n.5C

n.5C

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

200

Mid

23

-

-

+5

-28

No

-

Yes (disarm)

-

Another slow-ish hard slash.

n.2A

n.2A

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

30

Mid

7

-

-

+3

0

Yes

-

No

-

Just the crouching version of n.5A, still hits mid as well.

n.2B

n.2B

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

80

Mid

10

-

-

+2

-12

Yes

-

Yes

-

Another pretty quick upwards shield bash with anti-air potential.

n.2C

n.2C

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

180

Mid

19

-

-

+7

-28

No

-

Yes (disarm)

-

More damage than far 2C but no knockdown. Also hits mid instead of low.

Universal counter. Allows you to follow up with a guaranteed attack of your own. The follow up depends on the strength of the attack you counter. If you counter a heavy slash, your opponent will be disarmed.